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# frozen_string_literal: true
module Ruby2D
  module Camera
    # Wraps existing variables as well as adding new methods
    # so that it can be handled by the Camera Module
    class Sprite < Ruby2D::Sprite
      # Recalculates real coordiantes
      # Use after changing variables
      def _draw
        angle = Camera.angle * (Math::PI / 180)
        half_width = Window.width * 0.5
        half_height = Window.height * 0.5
        offset_x = x + (width / 2)
        offset_y = y + (height / 2)
        temp_x = @flip_x = (((offset_x - Camera.x) * Math.cos(angle)) - ((offset_y - Camera.y) * Math.sin(angle))) \
          * Camera.zoom + half_width - (width * Camera.zoom / 2)
        temp_y = @flip_y = (((offset_x - Camera.x) * Math.sin(angle)) + ((offset_y - Camera.y) * Math.cos(angle))) \
          * Camera.zoom + half_height - (height * Camera.zoom / 2)
        temp_rotate = rotate + Camera.angle
        temp_width = @flip_width = width * Camera.zoom
        temp_height = @flip_height = height * Camera.zoom
        case @flip
        when :both
          @flip_x = @x + @height
          @flip_width = -@width
          @flip_y = @y + @width
          @flip_height = -@height
        when :horizontal
          @flip_y = @y + @width
          @flip_height = -@height
        when :vertical
          @flip_x = @x + @height
          @flip_width = -@width
        end
        self.draw(x: temp_x, y: temp_x,
                  width: temp_width,
                  height: temp_height,
                  rotate: temp_rotate)
      end

      def initialize(path, opts= {})
        super(path, opts)
        Ruby2D::Camera << self
        self.remove
      end
    end
  end
end